Is there someone who know/have an algorithm which can perform terrain triangulation like on the example image right under (there is a secondary image as well).
The reason I say "Dynamic" is because I ...

I'm moving from working on 3D block-world terrain to more specific features like tree leaves and ore veins (the ore veins will likely be done with my existing Perlin noise for the terrain). One thing ...

In essence, what I'm looking for is a procedural 2D tilemap continuously generated in a fashion like Minecraft - which is to say generated as the player approaches the edges of the already explored ...

Generating Simplex noise requires a permutation table for randomisation (e.g. see this question or this example).
In some applications, we need to persist the state of the permutation table. This can ...

I'm making a simple hex-based game, and I want the map to be divided evenly among the players. The map is created randomly, and I want the players to have about equal amount of cells, with relatively ...

We have a very interesting idea for a new game mechanic that would allow us to make our game procedural and entertaining.
To bring this game to life, we need the ability to generate the game world on ...

I'm working on a dungeon generator and I'd like to be able to connect rooms through other rooms. What I currently have set up is two dictionaries and a map (an int array.) The first dictionary holds ...

I'm using a simplex noise system to generate height maps for an "infinite" 2d world map. It works perfectly - I can define which tile belongs at which height value, etc.
However, I'm trying to add in ...

I'm creating a dynamic smooth-voxel based world in the shape of a sphere. Right now my current approach is to spherize a cube, generate voxel terrain on each of the six patches, and then use octrees ...

I'm curious as to how video games like Audiosurf, Beat Hazard and Symphony procedurally generate content using music. What are the common concepts used to accomplish this? And in what way is the music ...

I'm trying to learn procedural generation technique's. Specifically for dungeons. I started off with a 2D array and I generate my rooms fine. Each room contains wall tiles as seen in the screenshot ...

Are there any good resources and step by step tutorials on Simplex Noise? I have been Googling on it for a while now but I really can't find any good ones. I kinda understand the theory behind it but ...

I am currently developing a 3D roguelike game which will take place in a very large world. The world is generated by procedural algorithm supplied by external script in run time. To speed up rendering ...

How would you map the points on a spherical clipmap to a heightmap? My coarsest clipmap has an outer radius of PI and an inner radius of PI/2. My coarsest heightmap goes from -PI, PI on the x axis and ...

Is it possible to get a hive-like structure, connecting all the rooms without having too many corridors? (Too many being 3-4+ corridors coming from a single room)
Below is the output of how my rooms ...

I have a simple Tile[,] that I populate with Rooms. Now I need to connect the rooms with a single tile wide corridor. At first I used A* to hook up the rooms but that, of course, get's the best path ...

I'm working on a project with procedural geometry, and will potentially have lots of opaque faces overlapping within the same model. Imagine an onion's layers. My understanding is it is better to draw ...

I should say paths, not roads as I'm thinking more medieval-like. Also, not looking for realism. The answer I'm looking for will be to fit into the mold I describe rather than realism.
I am looking ...

In the Zelda games, there is an item called the hookshot. It is a small mechanical apparatus held in one hand that acts similar to, but not the same as the gun. When it is triggered, the hook at the ...

I'm using 2d perlin noise to generate a heightmap and then adding 3d perlin noise to the heightmap to create overhangs and ridges. But it's not turning out like I would like it to. There are too many ...

I am developing a simple project using Java, for Android. It is a side-scroller with a procedurally generated, infinite world. Most of the generation will be working on underground but I expect the ...

What the advantages/disadvantages of using random/procedural generation vs. pre-made levels?
There seems to be few that I can think of, other than the fact that items may be a problem to distribute ...

I've been learning about Procedurally Generated Content lately (in particular, Perlin noise). Perlin noise works great for making things like landscapes, height maps, and stuff like that. But now I am ...

I am curious how dungeons like the one in Runescape dungeoneering skill are generated. They basicaly have a 10x10 grid. So theres 100 rooms total. There's starting room and exit room. And each one are ...

I'm currently trying to implement terrain generation as described on the following page:
http://accidentalnoise.sourceforge.net/minecraftworlds.html.
But I have issues understanding how to interpret ...

I'm building a game where both gameplay AND assets are primarily based on procedural generation of rules. Asset features; like colors, meshes, and textures, are associated with game rules, which will ...

I'm working on a terrain generator. Through multiple noise functions, I'm able to create many kinds of terrain I like, but I'm having a bit of difficulty joining them together in a seamless fashion.
...

I am trying to generate a grid of cubes in 3D space and It aint workin...
All im doing is for looping YXZ (in that order) (nested for loops) then im doing cubes[x][y][z] = ... (new Location(x,y,z))
...

I appear to be awful at describing the question so I'll try and describe the problem.
I want to add a random amount of heads to my creatures but I want to be able to determine several things.
a) The ...

First off, this is not a "which technology should I use" type of question, but rather a question about the viability (And legality, and how to implement) BSP maps into an XNA game.
The legality part ...

I'm making a historically accurate game where the player can interact with past times and shape the future. The entire game is scientifically generated with math and real physics. (no, it won't have ...

I am in the process of implementing atmospheric scattering of a planets from space. I have been using Sean O'Neil's shaders from http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html as a ...